thanks for the feedback!
the new version is already finished and will be released this or next week.
Should be a bit better in performance and has some significant enhancements.
thanks for the feedback!
the new version is already finished and will be released this or next week.
Should be a bit better in performance and has some significant enhancements.
@Uveso
Hello There!
I've been testing other AIs for a while.
M27AI is the most impressive when it comes to eco management and great placement of structures but it lacks naval logic.
There are a few things that you could implement to improve the Uveso AI.
Since the no rush for game enders option Uveso struggles to pump all of his available eco into units. It's always overflowing alot, not making a good use of mass untill it can start making experimentals, arties and nukes. I would suggest improving its behaviour before the game ender timer, making it swarm players with everything it has (t3 land, air, navy).
I've also noticed a strange behavoiur with walls. It feels like the AI doesn't know how to counter it and gets stuck. The AI is piling lots of units outside of the walls and doesn't attack it or change path to overcome the obstacle. Unfortunately i don't have a specific replay that i can post to show the problem... it's something that I forgot to mention when I gave my feedback the first time. To fix this I would suggest simply making the AI treat walls like a standard enemy with low priority. Simply getting rid of it by attacking may work well.
I also have a suggestion regarding no rush for game ender option.
Could you split the option into 4 categories?
One for land and air experimentals, second specifficaly for nukes and nuke subs, third for t3 static arty and last for the t4 game enders.
It may get rid of the eco problem that i've mentioned before, because if we let the AI to make the land and air experimentals earlier, before other game enders, it would pump mass into them.
It also would make the game more fun for the players if we can decide about the flow of the game. For example if the AI can start making land and air experimentals min 20, we know what to expect and it's possible to get prepared, then the next phase would be nukes by min 25, then static arties after 30 and t4 game enders late in the game 35~40 min.
I'm looking forward for the future improvements!
Hey radde!
Thanks for the good feedback. Is always a pleasure to read it.
I have alrady an update for the AI since end of may.
Sadly i suffer from long covid since may (need to sleeping all the day)
So all the time I'm awake I spend doing my job
nevertheless i will try to bring the update as soon as possible
(need to write the patchlog and remove some debug lines)
Update 17.Jul.2022(v101)
Update 21.Jul.2022(v102)
Update 31.Jul.2022(v103)
v104 (01.Aug.2022)
Update 06.Sep.2022(v105)
Update 05.Oct.2022(v107)
Note:
The new marker generator is ported from the Sanctuary-RTS game i am working on.
With the kind permission and support of Enhearten Media
I'm having an issue since yesterday's update where the AI is not building mass extractors, or acting properly in general. Tried both an AIx adaptive and AIx overwhelm, on two maps with markers that worked before. Also with and without mods. Any ideas?
@gheed said in AI-Uveso (v107) - AI mod for FAForever:
I'm having an issue since yesterday's update where the AI is not building mass extractors, or acting properly in general. Tried both an AIx adaptive and AIx overwhelm, on two maps with markers that worked before. Also with and without mods. Any ideas?
I was using code that is only available at the FAF Develop game.
So if you start the FAF develop game version then it would work.
Will be fixed today.
Thanks for reporting it!
Update 07.Oct.2022(v108)
Hi There,
Thanks for the great MOD it given me a some great games. i am unfortunatly seem to be find some issue of late:
Thank you for your feedback!
When the Ai starts to build something and stopped it later, then this is mostly because of low eco
i will take a look at the ecomanager and check if the issue is caused there.
Right. My AI is using the original transport function. Its mostly wasting transports by flying into SAMs
This needs some rework of the transport function in general.
not knowing how to reach a mex on a hill or island is caused by not having a transport ready.
The engineer will ignore the missing transport and try to get the mex on its own until a transport is available.
Can also be caused by a missing waypoint marker that needed to be present near the Mex.
That should not happen. The Nuke Target function looks for friendly buildings and shouldn't
fire at more than 3 own Tech2/3 buildings.
Well thats right. I only play the game with mods, so the AI is using those gunshipts to destroy experimental shields.
I have to change that anyway because eg. Seraphim has no T3 gunships.
I highly recommend testing other AIs we have for Supom like RNGAI
or M27AI
.
They are not focussed on turtle play and are much more challenging.
Again thanks for your feedback, i have written everything down to my ToDo list and will check it!
Has anyone noticed that the civilians won't attack the Uveso AI? I think this is new behavior though I don't know what may have caused it.
@swaaye
I have seen this but I never correlated it to Uveso being present or not. There's nothing in his code that plays with civilians.
When I saw it happen I saw that the PD's attacked one player but not another. I'll have to try it with a few variations of different AI and see if having Uveso enabled makes it happen or not.
@swaaye said in AI-Uveso (v108) - AI mod for FAForever:
Has anyone noticed that the civilians won't attack the Uveso AI? I think this is new behavior though I don't know what may have caused it.
No, i did not noticed this, and there is no code/function for civilians in the AI-uveso mod.
We will take a look at it. Thanks for reporting!
On some naval maps the AI just builds T1 subs until it hits unit cap. This is especially true if there's a section of water where the subs are trapped. Is there any way to avoid this? In this game 30% of unit cap is taken by T1 subs at 25 minutes: https://imgur.com/W5Ytb01.
Also, does disabling nukes prevent the AI from working properly? I posted a year or so back and you fixed it. Recently it seems like disabling nukes makes the AI stop building most experimentals. UEF seems most affected by this change. Aeon plays normally with nukes off.